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    StarCraft II: Wings of Liberty

    Game » consists of 10 releases. Released Jul 27, 2010

    The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.

    You Can’t Stop The Zerg In StarCraft II Patch 1.1.2

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    mattbodega

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    Edited By mattbodega

    More balance changes for StarCraft II already? Didn’t Blizzard just introduce a host of balance adjustments to the Terran, Zerg, and Protoss races in Patch 1.1?  Doesn’t Blizzard need to be getting ready for the launch of their second game release in a single year?  

    If nothing else, the deployment of Starcraft II's next patch--complete with meaningful gameplay adjustments--should serve as a reminder of just how seriously Blizzard is taking the game’s multiplayer. They’re going to keep updating and changes and tuning the game, and each new patch full of changes only means a new opportunity to adjust the game balance further. A lifetime of balance adjustments and unit changes are before us! Infinite Patches!
     

     Relish this image, Terran players. Thanks to patch 1.1.2, it just became a bit harder to put the Zerg on the ropes like this.
     Relish this image, Terran players. Thanks to patch 1.1.2, it just became a bit harder to put the Zerg on the ropes like this.

    Speaking of all-consuming forces from which there are no escape, Patch 1.1.2--which is currently live on the Starcraft II servers--mostly focuses on providing balance upgrades for the Zerg [EDITOR'S NOTE: Seamless!]. As Brad posted earlier this month, Blizzard is well aware that Zerg players have some significant disadvantages going up against Terran forces (which might explain why they’re the least played race in SCII. The other explanation is that they’re gross). To help defend against Terran scum (damn you, MMM!), Blizzard is increasing the health on a number of Zerg structures, while simultaneously slowing down the rate in which Terran players can churn out units. Oh, and there are some Protoss nerfs thrown in for good measure.

    == TEASER ==Yes, there are a few addition bug fixes and general changes, but for the most part, Patch1.1.2 is all about balance changes. And here are those changes:

    Zerg

    • Hatchery life increased from 1250 to 1500.
    • Lair life increased from 1800 to 2000.
    • Spawning Pool life increased from 750 to 1000.
    • Spire life increased from 600 to 850.
    • Ultralisk Cavern life increased from 600 to 850.
    • Corruptor energy bar removed.
    • Corruptor ability Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
    • Infestor Fungal Growth now prevents Blink.
    • Roach range increased from 3 to 4.
                     

    Protoss

    • Nexus life and shields increased from 750/750 to 1000/1000.
    • Void Ray damage level 1 increased from 5 to 6 (+4 armored).
    • Void Ray damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
    • Void Ray Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

    Terran

    • Barracks requirement changed from Command Center to Supply Depot.
    • Supply Depot life increased from 350 to 400.
    • Medivac Acceleration reduced from 2.315 to 2.25.
    • Medivac Speed reduced from 2.75 to 2.5.
    • Reaper Nitro Packs speed upgrade now has a Factory Requirement.
    • Thor energy bar removed.
    • Thor ability 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).


    The aim of these new adjustments seems clear; Blizzard wants the Zerg to be more formidable and more levels of play. What do you think about these changes, Zerg players? Do these changes and adjustments put you on closer footing to dealing with the wily tricks other two races? And Protoss and Terran players, feel free to chime in and complain about the nerfs for your personal race of choice. I know I will. 

    Stupid Fungal Growth screwing up my Stalkers. Stupid weakened Void Rays. At least the Nexus is tougher. I guess that’s okay.
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    mattbodega

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    #1  Edited By mattbodega

    More balance changes for StarCraft II already? Didn’t Blizzard just introduce a host of balance adjustments to the Terran, Zerg, and Protoss races in Patch 1.1?  Doesn’t Blizzard need to be getting ready for the launch of their second game release in a single year?  

    If nothing else, the deployment of Starcraft II's next patch--complete with meaningful gameplay adjustments--should serve as a reminder of just how seriously Blizzard is taking the game’s multiplayer. They’re going to keep updating and changes and tuning the game, and each new patch full of changes only means a new opportunity to adjust the game balance further. A lifetime of balance adjustments and unit changes are before us! Infinite Patches!
     

     Relish this image, Terran players. Thanks to patch 1.1.2, it just became a bit harder to put the Zerg on the ropes like this.
     Relish this image, Terran players. Thanks to patch 1.1.2, it just became a bit harder to put the Zerg on the ropes like this.

    Speaking of all-consuming forces from which there are no escape, Patch 1.1.2--which is currently live on the Starcraft II servers--mostly focuses on providing balance upgrades for the Zerg [EDITOR'S NOTE: Seamless!]. As Brad posted earlier this month, Blizzard is well aware that Zerg players have some significant disadvantages going up against Terran forces (which might explain why they’re the least played race in SCII. The other explanation is that they’re gross). To help defend against Terran scum (damn you, MMM!), Blizzard is increasing the health on a number of Zerg structures, while simultaneously slowing down the rate in which Terran players can churn out units. Oh, and there are some Protoss nerfs thrown in for good measure.

    == TEASER ==Yes, there are a few addition bug fixes and general changes, but for the most part, Patch1.1.2 is all about balance changes. And here are those changes:

    Zerg

    • Hatchery life increased from 1250 to 1500.
    • Lair life increased from 1800 to 2000.
    • Spawning Pool life increased from 750 to 1000.
    • Spire life increased from 600 to 850.
    • Ultralisk Cavern life increased from 600 to 850.
    • Corruptor energy bar removed.
    • Corruptor ability Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
    • Infestor Fungal Growth now prevents Blink.
    • Roach range increased from 3 to 4.
                     

    Protoss

    • Nexus life and shields increased from 750/750 to 1000/1000.
    • Void Ray damage level 1 increased from 5 to 6 (+4 armored).
    • Void Ray damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
    • Void Ray Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

    Terran

    • Barracks requirement changed from Command Center to Supply Depot.
    • Supply Depot life increased from 350 to 400.
    • Medivac Acceleration reduced from 2.315 to 2.25.
    • Medivac Speed reduced from 2.75 to 2.5.
    • Reaper Nitro Packs speed upgrade now has a Factory Requirement.
    • Thor energy bar removed.
    • Thor ability 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).


    The aim of these new adjustments seems clear; Blizzard wants the Zerg to be more formidable and more levels of play. What do you think about these changes, Zerg players? Do these changes and adjustments put you on closer footing to dealing with the wily tricks other two races? And Protoss and Terran players, feel free to chime in and complain about the nerfs for your personal race of choice. I know I will. 

    Stupid Fungal Growth screwing up my Stalkers. Stupid weakened Void Rays. At least the Nexus is tougher. I guess that’s okay.
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    picklecannon

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    #2  Edited By picklecannon

    i can

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    DaemonBlack

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    #3  Edited By DaemonBlack
    @picklecannon said:
    " i can "
    prove it
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    picklecannon

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    #4  Edited By picklecannon
    @DaemonBlack:  I'll win the next GSL for the both of us.
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    fwylo

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    #5  Edited By fwylo

    Nom Nom Nom Nom 
     
    Why didn't Brad do this post..... 
    Damn Slacker.

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    StartAndPause

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    #6  Edited By StartAndPause

    Void Rays.... No one's gonna use them at all now :<

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    skywing

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    #7  Edited By skywing

    i love blizzard 
    THANK YOU SOOOOO MUCHH 
    now my zerg are unstoppable!!!

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    DaemonBlack

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    #8  Edited By DaemonBlack
    @picklecannon: 
     
    I'll be Pickle Dealers #1 fan.
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    NoXious

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    #9  Edited By NoXious

    Fuck you Zerg! FUCK YOU! Whine hard enough and you'll become overpowered... Smells like WoW in here.
    At least my Thors can´t be hit by feedback anymore...

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    sloppyjoe

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    #10  Edited By sloppyjoe

    Yessss, I mostly play Zerg recently and my build is roach heavy.  This will be awesome 
     
    Also, nerf the void ray, kthx

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    PatVB

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    #11  Edited By PatVB

    I've never played Starcraft multiplayer, but these changes seem like they nerfed the Terrans pretty hard. Were they really that overpowered?

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    Majkiboy

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    #12  Edited By Majkiboy

    Weird with the void nerf :S Other ones I understand..

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    Shadow71

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    #13  Edited By Shadow71

    I want the super powered siege tanks back

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    JamesKond

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    #14  Edited By JamesKond
    @StartAndPause: They were imba though ;p
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    Jayross

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    #15  Edited By Jayross

    Is this the Hairspray sequel I've been waiting for?

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    cmsJustin

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    #16  Edited By cmsJustin

    That doesn't count as a second game release

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    mikular

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    #17  Edited By mikular

    Hell yes, our power is growing...

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    Llama

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    #18  Edited By Llama
    @StartAndPause said:

    " Void Rays.... No one's gonna use them at all now :< "

     yeah a base damage increase plus a bonus against armor totally useless... why use void rays now
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    piderman

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    #19  Edited By piderman

    Ooh Void Ray nerf. That one's been coming since the beta.

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    DonPixel

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    #20  Edited By DonPixel

    this patch sucks

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    thatfrood

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    #21  Edited By thatfrood

    yessssssssssssssssssssssssssssssssssssss
    Fuck you void rays!
    Fuck you high templar!
    Fuck you reapers!
     
    ROACHES FUCK YEAH. 
    CORRUPTORS SLIGHTLY LESS GARBAGE? YES.
    WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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    StartAndPause

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    #22  Edited By StartAndPause
    @JamesKond: True but still!
     
    @Llama:  I personally found one of the more useful attributes of void rays to be their speed when upgraded. They'll get eaten up by most units if focused on when harrassing, hence why the speed made them much more useful. I don't ever really recall seeing/using a mass void ray army.
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    DoctorWelch

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    #23  Edited By DoctorWelch

    3-4 Really? That's pathetic. Honestly, if you're gonna change something, why not actually change it. Increasing roach range by one is okay, but something like 5 or maybe even 6 would be soooooo much better. 3-4 just seems kinda stupid because the roach still has a shit range. 
     
    Also, the medivac thing kinda sucks for Terran. It's going to be much harder to do little harass drops now.

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    phrosnite

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    #24  Edited By phrosnite

    You can tell when a game is hugely popular if its patch notes are a news article on the gaming web sites... *sigh*

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    2HeadedNinja

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    #25  Edited By 2HeadedNinja

    I still wish they would swap roaches and hydras ... but it's good to see the void rays finally get a nerv. as zerg player this pleases me :)

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    Magnus_Bulla

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    #26  Edited By Magnus_Bulla

    Are you kidding? Giving roaches a range of 5 would make them way OP. 4 is the perfect range for that unit.

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    benderunit22

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    #27  Edited By benderunit22

    Fruitdealer!

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    A_Wet_Shamwow

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    #28  Edited By A_Wet_Shamwow
    @DoctorWelch said:
    " 3-4 Really? That's pathetic. Honestly, if you're gonna change something, why not actually change it. Increasing roach range by one is okay, but something like 5 or maybe even 6 would be soooooo much better. 3-4 just seems kinda stupid because the roach still has a shit range. "
    the reason they did this was too reasons
    1. know you can out range the pylon cannon contain as zerg
    2. now roaches can have two rows of roaches shooting at the same target a lot easier
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    StarvingGamer

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    #29  Edited By StarvingGamer

    14 Pool 15 Hatch 4 Lyfe!!!

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    HydraHam

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    #30  Edited By HydraHam

    The community will end up ruining this game like it did competitive WOW, i don't know why blizzard started listening this much to the fans over the past 5 years but in the end it will be the cause of why their games aren't as good as they used to be, if you are going to make changes based on a number of fans at least make it top players opinions who know the game inside out and not a bunch of bronze players who can't a terran or zeg. 
     
    And before some kid gets mad don't waste your time, i don't play terran and rarely play toss, my main race IS zerg and i think the changes to alot of stuff (IE nerfing) certain units from terran and toss like the Z build time and warp gates was purly out of crying noobs who can't play the game and it's just my opinion like everyone elses opinion in this thread, i am not going to get in an argument over a patch. I had to get that out of the way.

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    audiosnag

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    #31  Edited By audiosnag
    @pat4327 said:

    " I've never played Starcraft multiplayer, but these changes seem like they nerfed the Terrans pretty hard. Were they really that overpowered? "

    Not as OP as the majority of people were complaining about. And i play Zerg so this is coming from someone who is not a big fan of Terran.
    They did need some nerfing though. The fact that they keep hitting the Reaper is strange though, one nerf was enough.
     
    @DoctorWelch said:
    " 3-4 Really? That's pathetic. Honestly, if you're gonna change something, why not actually change it. Increasing roach range by one is okay, but something like 5 or maybe even 6 would be soooooo much better. 3-4 just seems kinda stupid because the roach still has a shit range.  Also, the medivac thing kinda sucks for Terran. It's going to be much harder to do little harass drops now. "

    That would be totally awesome. And totally broken. Roaches are already a strong unit even before this buff, if they had that range they would tear everything up. Not saying i wouldn't love it but i can see why they wouldn't go that far with it.
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    LordXavierBritish

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    Okay. 
     
    I'm ready to buy StarCraft II. 
     
    Well played Blizzard. Well played.

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    DoctorWelch

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    #33  Edited By DoctorWelch
    @Magnus_Bulla said:
    " Are you kidding? Giving roaches a range of 5 would make them way OP. 4 is the perfect range for that unit. "
    Umm, they still have the least range of any range unit in the game. Before this patch Roaches where fucking stupid because of how little range they had, now it's better, but it is still less than a marine, a marauder, and a stalker. I just think an increase range of one is not even that big of a deal. It helps, but not enough.
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    majormitch

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    #34  Edited By majormitch

    As someone who's played Zerg since day 1, I approve of these changes.

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    thatfrood

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    #35  Edited By thatfrood
    @Styl3s said:
    " The community will end up ruining this game like it did competitive WOW, i don't know why blizzard started listening this much to the fans over the past 5 years but in the end it will be the cause of why their games aren't as good as they used to be, if you are going to make changes based on a number of fans at least make it top players opinions who know the game inside out and not a bunch of bronze players who can't a terran or zeg.  And before some kid gets mad don't waste your time, i don't play terran and rarely play toss, my main race IS zerg and i think the changes to alot of stuff (IE nerfing) certain units from terran and toss like the Z build time and warp gates was purly out of crying noobs who can't play the game and it's just my opinion like everyone elses opinion in this thread, i am not going to get in an argument over a patch. I had to get that out of the way. "
    They were still releasing gameplay patches for the original Starcraft a few years before Starcraft II was released...
    so unless you want to say the community ruined Starcraft 1... I'm gonna say "shut up".
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    irishjohn

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    #36  Edited By irishjohn
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    #37  Edited By StarvingGamer
    @DoctorWelch: 4 range makes it so that Roaches are a little bit better in large-scale battles and no longer soft-countered by Reapers which they are supposed to hard-counter.  5 range would make it so that  Stalkers would have a far more difficult time performing their duties as soft-counter to Roaches and cause problems for larger Roach/Hydra armies.
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    gunslingerNZ

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    #38  Edited By gunslingerNZ

    Kessler articles are so terrible...

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    jebbeck

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    #39  Edited By jebbeck

    I am fine with all of these changes. Toss were silly powerful, Terran were just fucking broken and Zerg were uber nerfed. This is a good solid balance patch. Way to go Blizzard.

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    deactivated-6157afb2b3c07

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    FUCKIN YES!!!! MY ZERG ARE STRONGER!!!
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    trav3ler

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    #41  Edited By trav3ler

    And thus the Reaper was never used again...

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    Donos

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    #42  Edited By Donos

    I've just switched from playing Terran to Zerg, so Zerg buffs are certainly welcome. Still, the factory-requirement nerf to Reaper speed combined with the increase in Roach range makes them virtually useless now. Blizzard might as well have taken them out of the game.

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    Pinworm45

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    #43  Edited By Pinworm45
    @trav3ler said:
    " And thus the Reaper was never used again... "
    Reaper openings will still be viable, it's just 5rax reaper that will nolonger be unstoppable. 
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    kenzo287

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    #44  Edited By kenzo287

    I cheered for joy when I saw the Nexus health increase!  My life for Aiur!

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    Lingxor

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    #45  Edited By Lingxor

    Zerg still have really bad early anti air problems.

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    snipeshow_17

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    #46  Edited By snipeshow_17

    i dont like the protoss changes, I feel that it doesnt really effect early protoss cheese and just hurts late void ray play.

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    Shasam

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    #47  Edited By Shasam

    This is cool, I think. A step in the right direction. Of course, none of this stuff will be truly sorted until 2 years after the release of the Protoss game...so that's about 2024? Right? 
     
    Still, I think these changes are fair. The void nerf will help balance them for the early game, as will the reaper one. I don't particularly care if more people play zerg, I just know I play random and I would definitely like the zerg to no longer be the wooden spoon of choices.

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    bigchief

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    #48  Edited By bigchief

    Yay zerg! Yay less powerful Void Rays! God those things keep destroying me.

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    #49  Edited By MocPac

      I am of the opinion that the Void Ray's damage should be changed to a base damage plus bonus to Massive so that they can counter the units that they are suppose to (Battle Crusiers, Carrier, Broodlords etc.) while not being extremely dangerous to deal with using Armored units such as Vikings and Stalkers.  At least now they'll be good at dealing with MMM in both charged and uncharged states if I manage to Psi-Storm the Marines to death or trap them with Force Fields (5 Range Marines vs. 6 Range Void Ray).
     
    Also I am a little sad that I'll not longer be able to Feedback Corrupters and Thors with my High Templar. What makes me mad though is that they could have given the Phoenix the same Cooldown treatment.  >=/

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    #50  Edited By mosespippy

    Are patch notes really newsworthy?

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